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m (phrasing for antimagic and damagetypes)
m (flamewalker phrasing changed again (lol) to match phrasing of hellfire)
 
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<p style="width: 100%;border: 1px solid #DD952A;text-align: center;font-size: 24px;padding: 3px;font-weight: bold;margin: 9px;border-radius: 10px;">Page is currently up to date for: {{:TODO|Classes}}</p>
<noinclude>
{{UpdateStatus|Class Data}}
{{Infobox Class|{{PAGENAME}}|'Master of the Dark Arts'|Yes}}


{{Infobox Class|{{PAGENAME}}||Yes}}
==Description==
The [[Warlock]] is a brooding manipulator of dark magic. They sacrifice their life force to call upon unknown forces of pain and evil. A worthy adversary proficient in both magic and weapon mastery.


==Class Info==
==Class Info==
<br>
The Warlock is a brooding manipulator of dark magic. They sacrifice their life force to call upon unknown forces of pain and evil. A worthy adversary proficient in both magic and weapon mastery.
'''Weapon of choice:''' A mixture of magic weapons (orbs, books, etc...) and/or melee, depending on the build.
 
 
'''Weapon of choice''' - Swords or Spellbook


*Pros
*Pros
**Spells cost health, not charges, allowing for nearly unlimited casts.
**Cast curses to debilitate targets.
**Has access to anti-healing
**Access to multiple physical weapons.
**High melee burst damage, with a variety of strong melee options.
**High melee burst damage. (Blow of Corruption skill)
**Extreme PvE capabilities, being able to heal off of NPCs or damage them through walls.
**Access to anti-healing.
**Variety of strong gear options, such as the Shadow Mask.
**Access to self-healing. (Torture Mastery & Vampirism perk)
**Great at killing bosses.
*Cons
*Cons
**Spells are usually weaker than other classes' spells
**Uses health when casting spells.
**Highly susceptible to rangers
**Consuming too much health causes death.
**Teammates can kill your targets early before your able to heal with Torture Mastery
**Highly susceptible to range.
**Weapons, while highly damaging, tend to be on the slower side
 


<tabber>
<tabber>
|-|Perks=
|-|Perks=
You can equip an additional perk every 5 levels.
 
You can equip an additional perk every 5 levels. <br>
Currently maxed out at Level 15, so a total of 4 perks can be equipped.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.
<br>
<br>
<table class="wikitable sortable jquery-tablesorter" cellspacing="0" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;>
{| class="wikitable sortable jquery-tablesorter ClassesTable" style="min-width:360px;>
<tr>
! style="width:15%" class="headerSort" role="columnheader button" title="Sort ascending" | Name  
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name </th>
! style="width:70%" class="headerSort" role="columnheader button" title="Sort ascending" | Description  
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:50%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Description</th>
! style="width:15%" class="headerSort" role="columnheader button" title="Sort ascending" | Cooldown
</tr>
|-
    <tr>
| [[File:Perk Antimagic.png|link=|96px]] <br> Antimagic
<td style=" text-align:middle"> [[File:Perk Antimagic.png|link=|x96px]] <br> Antimagic </td>
| {{:Warlock|desc=Antimagic}}
<td> Your [[Stats#Magical Damage Reduction|Magic Damage Reduction]] is increased additively by 25% against all elemental magic damage except [[Damage_Types#Divine|Divine]], [[Damage_Types#Curse|Curse]], and [[Damage_Types#Neutral|Neutral]] magic, even including [[Damage_Types#Evil|Evil]] and [[Damage_Types#Dark|Dark]]</td>
| -
</tr>
|-
    <tr>
| [[File:Perk Curse_Mastery.png|link=|96px]] <br> Curse Mastery
<td style=" text-align:middle"> [[File:Perk Curse_Mastery.png|link=|x96px]] <br> Curse Mastery </td>
| Gain additional base duration towards all curses you cast.
<td> Your curses (Curse of Pain, Curse of Weakness, and Power of Sacrifice) use a new status effect which are altered to have 30% longer base durations. 10.4s for Curse of Pain, 13s for Curse of Weakness, 15.6s for Power of Sacrifice. This allows a Curse without Curse Mastery to be active on a target at the same time as a Curse that uses Curse Mastery. ''Curse of Pain's total damage remains constant, lowering the damage per tick, but increasing the number of ticks. Power of Sacrifice's damage per tick, however, always remains the same, increasing the number of ticks and the total damage.'' </td>
{| class="mw-collapsible mw-collapsed" style="text-align:center; margin-left:auto; margin-right:auto;"
</tr>
|+ style="white-space:nowrap; border:0px; background:transparent;" | Advanced Details
    <tr>
|-
<td style=" text-align:middle"> [[File:Perk Dark Enhancement.png|link=|x96px]] <br> Dark Enhancement </td>
| style="border:0px;" | Alters curses to use a new [[Statuses|Status]] effect which have extended duration:
<td> Grants +10% [[Stats#Magic Power Bonus|Magic Power Bonus]] for Dark Magic.  </td>
Curse of Pain - {{Ability_Data|CurseOfPain|DoTCurseMasteryDuration}} <br>
</tr>
Curse of Weakness - {{Ability_Data|CurseOfWeakness|CurseMasteryDuration}} <br>
    <tr>
Power of Sacrifice - {{Ability_Data|PowerOfSacrifice|CurseMasteryDuration}} <br>
<td style=" text-align:middle"> [[File:Perk Dark Reflection.png|link=|x96px]] <br> Dark Reflection </td>
 
<td> When you receive melee damage, reflect 10 [[Damage_Types#Dark|Dark]] magic [[Damage_Calculation|Damage]] to the attacker. 15 seconds cooldown in the form of a debuff (now consumes Darkness Shards when activated.). <br> 100% scaling.</td>
This allows two curses to be active at the same time. One with and one without the perk. (with the exception of Curse of Weakness) <br><br>
</tr>
''Curse of Pain's total damage remains constant, lowering the damage per tick, but increasing the number of ticks. Power of Sacrifice's damage per tick, however, always remains the same, increasing the number of ticks and therefore total damage.''
      <tr>
|}
<td style=" text-align:middle"> [[File:Perk Demon Armor.png|link=|x96px]] <br> Demon Armor </td>
| -
<td> Gain ability to wear plate armor at the cost of -10% [[Stats#Spell Casting Speed|Spell Casting Speed]]. </td>
|-
</tr>
| [[File:Perk Dark Enhancement.png|link=|96px]] <br> Dark Enhancement
  <!-- Reduce [[Healing#Outgoing vs Incoming|incoming]] [[Healing|healing]] received by 50%, and [[Stat#Will|Will]] by 50%.-->
| {{:Warlock|desc=DarkEnhancement}}
      <tr>
| -
<td style=" text-align:middle"> [[File:Perk Infernal Pledge.png|link=|x96px]] <br> Infernal Pledge </td>
|-
<td> 25% Damage Reduction from [[Undead|Undead]] and [[Demon|Demons]]  </td>
| [[File:Perk Dark Reflection.png|link=|96px]] <br> Dark Reflection
</tr>
| {{:Warlock|desc=DarkReflection}}
    <tr>
| {{Ability_Data|DarkReflection|Cooldown}}
<td style=" text-align:middle"> [[File:Perk Immortal Lament.png|link=|x96px]] <br> Immortal Lament </td>
|-
<td> Casting spells will not take you below 1 health. </td>
| [[File:Perk Demon Armor.png|link=|96px]] <br> Demon Armor
</tr>
| {{:Warlock|desc=DemonArmor}}
   
| -
    <tr>
|-
<td style=" text-align:middle"> [[File:Perk Malice.png|link=|x96px]] <br> Malice </td>
| [[File:Perk Immortal Lament.png|link=|96px]] <br> Immortal Lament
<td> [[Stats#Will|Will]] is increased by 10%.</td>
| {{:Warlock|desc=ImmortalLament}}
</tr>
| -
      <tr>
|-
<td style=" text-align:middle"> [[File:Perk Shadow Touch.png|link=|x96px]] <br> Shadow Touch </td>
| [[File:Perk Infernal_Pledge.png|link=|96px]] <br> Infernal Pledge
<td> 2 true magic [[Damage_Calculation|damage]] and 2 magical [[Damage_Calculation|heal]] on melee hit. Affected by Vampirism.<br> 0% Scaling </td>
| {{:Warlock|desc=InfernalPledge}}
</tr>
| -
    <tr>
|-
<td style=" text-align:middle"> [[File:Perk Soul Collector.png|link=|x96px]] <br> Soul Collector </td>
| [[File:Perk Malice.png|link=|96px]] <br> Malice
<td> When dealing the final blow to an enemy, one darkness shard is collected. Each collected shard increases [[Stats#Magic Power Bonus|Magic Power Bonus]] for [[Damage_Types#Dark|Dark]] Magic by 10%, up to a maximum of 10 stacks, <b>lasting until</b> and including the next Dark Magic spell/perk is casted. When a spell/perk consumes the effect, the entire spell/perk's damage is affected by the bonus. </td>
| {{:Warlock|desc=Malice}}
</tr>
| -
    <tr>
|-
<td style=" text-align:middle"> [[File:Perk Torture Mastery.png|link=|x96px]] <br> Torture Mastery </td>
| [[File:Perk Shadow_Touch.png|link=|96px]] <br> Shadow Touch
<td> When Curse of Pain or Power of Sacrifice are active on a target, any instance of Magical [[Damage_Calculation#Damage/Healing_over_Time|Damage Over Time]] from Curse of Pain or Power of Sacrifice dealt to the target will [[Healing|heal]] the Warlock for 2 Magical Healing. This healing is increased by the [[Healing#True_Magical_Healing|Magical Healing]] stat and the Warlock's [[Stats#Magic Power Bonus|Magic Power Bonus]]. This healing has 10% [[Attribute Bonus Ratio]]. Also doubles the health cost of spells. </td>
| {{:Warlock|desc=ShadowTouch}}
</tr>
| -
    <tr>
|-
<td style=" text-align:middle"> [[File:Perk Vampirism.png|link=|x96px]] <br> Vampirism </td>
| [[File:Perk Soul Collector.png|link=|96px]] <br> Soul Collector
<td> Grants a 1.2x multiplier to all [[Healing#Outgoing_vs_Incoming|outgoing]] [[Healing#True_Magical_Healing|Magical Healing]]. This multiplier is separate from [[Stats#Magic Power Bonus|Magic Power Bonus]]. Although Life Drain heals only based off of damage dealt, Vampirism does affect it. Completely unaffected and independent to [[Damage_Calculation#Attribute_Bonus_Ratio|scaling]]. </td>
| {{:Warlock|desc=SoulCollector}}
</tr>
{| class="mw-collapsible mw-collapsed" style="text-align:center; margin-left:auto; margin-right:auto;"
</table>
|+ style="white-space:nowrap; border:0px; background:transparent;" | Advanced Details
|-
| style="border:0px;" | Can be activated by perks, skills, and spells. <br> Can't obtain Darkness Shards from targets that do not give experience.
|}
| -
|-
| [[File:Perk Torture Mastery.png|link=|96px]] <br> Torture Mastery
| {{:Warlock|desc=TortureMastery}}
| -
|-
| [[File:Perk Vampirism.png|link=|96px]] <br> Vampirism
| {{:Warlock|desc=Vampirism}}
| -
|}
<br>
<br>
|-|Skills=
|-|Skills=
You can equip a total of 2 skills.
You can equip a total of 2 skills.
<br>
<br>
<table class="wikitable sortable jquery-tablesorter" cellspacing="0" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;>
{| class="wikitable sortable jquery-tablesorter ClassesTable" style="min-width:360px;>
<tr>
! style="width:15%" class="headerSort" role="columnheader button" title="Sort ascending" | Name  
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name </th>
! style="width:70%" class="headerSort" role="columnheader button" title="Sort ascending" | Description  
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:50%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Description</th>
! style="width:15%" class="headerSort" role="columnheader button" title="Sort ascending" | Cooldown  
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Cooldown </th>
|-
</tr>
| [[File:Skill Blood Pact.png|link=|96px]] <br> Blood Pact
    <tr>
| {{:Warlock|desc=BloodPact}}
<td style=" text-align:middle"> [[File:Skill Blow of Corruption.png|link=|x96px]] <br> Blow of Corruption </td>
{| class="mw-collapsible mw-collapsed" style="text-align:center; margin-left:auto; margin-right:auto;"
<td> The next melee physical attack deals a separate instance of 10 Evil Magical [[Damage_Calculation|Damage]] to the target and [[Healing#Heal_Reduction|reduces outgoing healing]] performed by them by 80% for 12 seconds. If no attack is successful, Blow of Corruption will only remain active for 8 seconds before deactivating and entering cooldown. (Damage scales with 100% of Magical Damage) <br><br>
|+ style="white-space:nowrap; border:0px; background:transparent;" | Blood Pact Details
<i>If an attack is blocked by a shield, it will consume the skill buff without dealing damage. If the weapon is blocked at the hilt, no damage will be dealt but the buff will not be consumed. </i></td>
|-
        <td> 24s </td>
| style="border:0px;" | Left-click: Same action as out of Blood Pact, except if the action would be an unarmed attack, instead performs up to 4 combo attacks using both hands.
    </tr>
| style="border:0px;" | Right-click: Same action as out of Blood Pact, except if no items held in either hand, casts [[Warlock#Spells-0|Bolt of Darkness]].
    <tr>
|-
<td style=" text-align:middle"> [[File:Skill Dark Offering.png|link=|x96px]] <br> Dark Offering </td>
|}
<td>  [[Channel]] for up to 10 seconds. Each 1/10th of the Channel duration (as the channel is affected by [[Stats#Spell_Casting_Speed|Casting Speed]]) spent channeling sacrifices 10[[Healing#Percent_Max_Health_Healing|% of Max]] [[Health#Max_Health|Health]] and grants a stack of 5% [[Stats#Physical_Power_Bonus|Physical]] and [[Stats#Magic_Power_Bonus|Magic Power Bonus]] that will last 15 seconds after the channel ends or is stopped. </td>
| {{Ability_Data|BloodPact|SkillCooldown}}
        <td> 60s </td>
|-
</tr>
| [[File:Skill Unbind.png|link=|96px]] <br> Unbind
    <tr>
| {{:Warlock|desc=Unbind}}
<td style=" text-align:middle"> [[File:Skill Phantomize.png|link=|x96px]] <br> Phantomize </td>
| -
<td> For 6 seconds become untargetable, phasing through melee attacks, projectiles, and hitcan Magic (Zap, Lesser Heal, etc.). During this period you can only move and do not collide with other players or monsters, but are still vulnerable to AoE damage. During this state, Move Speed Bonus increases by 10%, and [[Stats#Magical Damage Reduction|Magic Damage Reduction]] is reduced by a flat -50%. </td>
|-
        <td> 28s </td>
| [[File:Skill_Exploitation_Strike.png|link=|96px]] <br> Exploitation Strike
</tr>
| {{:Warlock|desc=ExploitationStrike}}
    <tr>
| {{Ability_Data|ExploitationStrike|SkillCooldown}}
<td style=" text-align:middle"> [[File:Skill Blood Pact.png|link=|x96px]] <br> Blood Pact </td>
|-
<td> Assimilates the contracted demon after casting for 1s, gaining an additional 50 [[Healing#Temporary_Max_Health|Temporary Max]] [[Health#Max_Health|Health]], 50 [[Stats#Armor_Rating|Armor Rating]], and 50 [[Stats#Magic_Resistance|Magic Resistance]]. Your entire body is covered in Abyssal Flame, sacrificing 1[[Healing#Percent_Max_Health_Healing|% of Max]] [[Health#Max_Health|Health]] per second and dealing 2 Magical [[Damage_Calculation|Damage]] per second (25% scaling) to enemies within 0.5 meters. Duration ends when Blood Pact is re-casted. Additionally, by consuming Darkness Shards, you gain +1 All [[Stats#Attributes|Attributes]] effects for each Darkness Shard consumed.<br> When you become a demon your other skill is replaced with Exploitation Strike and you cannot equip weapons. Instead, Left-Click: Bare handed attack that deals 10 physical damage x 200% Combo damage on every hit and slows the target by 20% for 1s. Slowed by 20% while attacking. Perform up to 4 combo attacks using both hands. Right-Click: Fire a bolt of darkness. (costs 3hp) </td>
| [[File:Skill Blow of Corruption.png|link=|96px]] <br> Blow of Corruption
        <td> 2s </td>
| {{:Warlock|desc=BlowOfCorruption}}
</tr>
| {{Ability_Data|BlowOfCorruption|SkillCooldown}}
    <tr>
|-
<td style=" text-align:middle"> [[File:Skill_Exploitation_Strike.png|link=|x96px]] <br> Exploitation Strike </td>
| [[File:Skill Dark Offering.png|link=|96px]] <br> Dark Offering
<td> When using Blood Pact, this skill replaces the other equipped skill. Cannot be used outside of Blood Pact. Deal an additional 4 Magical [[Damage_Calculation|Damage]] to all enemies hit with a physical attack within 4 seconds and heal the caster by 5% of the target's [[Healing#Percent_Max_Health_Healing|Max Health]]</td>
| {{:Warlock|desc=DarkOffering}}
        <td> 28s </td>
| {{Ability_Data|DarkOffering|SkillCooldown}}
</tr>
|-
    <tr>
| [[File:Skill Phantomize.png|link=|96px]] <br> Phantomize
<td style=" text-align:middle"> [[File:Skill Spell Memory.png|link=|x96px]] <br> Spell Memory </td>
| {{:Warlock|desc=Phantomize}}
<td> Allows you to memorize spells to use in the dungeon. </td>
| {{Ability_Data|Phantomize|SkillCooldown}}
        <td> / </td>
|-
</tr>
| [[File:Skill Spell Memory.png|link=|96px]] <br> Spell Memory
    <tr>
| {{:Warlock|desc=SpellMemory}}
<td style=" text-align:middle"> [[File:Skill Spell Memory.png|link=|x96px]] <br> Spell Memory 2</td>
| -
<td> Allows you to memorize spells to use in the dungeon. </td>
|-
        <td> / </td>
| [[File:Skill Spell Memory.png|link=|96px]] <br> Spell Memory II
</tr>
| {{:Warlock|desc=SpellMemory2}}
</table>
| -
|}
<br>
<br>


|-|Spells=
|-|Spells=
The order in which you select spells will determine their Spell Memory priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost.
Warlock spells cost health to cast.


Warlock spells have 7.5 meters range except for projectile spells (Hellfire)
The order in which you select spells will determine their Spell Memory priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost. <br> Warlock spells cost health to cast.
 
All Warlock [[Spells]] have a cast range of {{Ability_Data|CurseOfPain|Range}} (meters).


'''Spell Types:'''
<br>
<div style="margin-top: 5px"><!--
'''Spell Types''':
--><div style="display: flex; margin-bottom: 2px"><!--
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(216, 21, 74)"></div><!--
        -->Evil<!--
--></div><!--
--><div style="display: flex; margin-bottom: 2px"><!--
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(29, 29, 29)"></div><!--
        -->Dark<!--
--></div><!--
    --><div style="display: flex; margin-bottom: 2px"><!--
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(96, 4, 3)"></div><!--
        -->Fire<!--
--></div><!--
--></div>


{{Element|Dark}} <br>
{{Element|Evil}} <br>
{{Element|Fire}} <br>
<br>
<br>
'''Spells:'''
 
<table class="wikitable sortable jquery-tablesorter" cellspacing="0" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;>
{| class="wikitable sortable jquery-tablesorter ClassesTable" style="min-width:360px;>
<tr>
! style="width:15%" class="headerSort" role="columnheader button" title="Sort ascending" | Name
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name </th>
! style="width:65%" class="headerSort" role="columnheader button" title="Sort ascending" | Description
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Tier</th>
! style="width: 5%" class="headerSort" role="columnheader button" title="Sort ascending" | Tier
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:48%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Description</th>
! style="width: 5%" class="headerSort" role="columnheader button" title="Sort ascending" | Casting Time
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:8%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Range</th>
! style="width: 5%" class="headerSort" role="columnheader button" title="Sort ascending" | [[Damage#Health Cost|Health Cost]]
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:8%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Scaling</th>
|-
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:8%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Casting Time</th>
| [[File:Spell Power of Sacrifice.png|link=|96px]] <br> Power of Sacrifice
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:8%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Cost </th>
| {{:Warlock|desc=PowerOfSacrifice}}
</tr>
| {{Ability_Data|PowerOfSacrifice|SpellTier}}
<tr>
| {{Ability_Data|PowerOfSacrifice|CastingTime}}
<td style=" text-align:middle"> [[File:Spell Power of Sacrifice.png|link=|x96px]] <br> Power of Sacrifice </td>
| {{Ability_Data|PowerOfSacrifice|HealthCost}}
        <td> 1 </td>
|-
<td> Curses the target with sacrifice, taking 3 Magical [[Damage_Types#Curse|Curse]] (but not Evil) [[Damage_Calculation#Damage/Healing_over_Time|Damage per second]] but increasing [[Stats#Strength|Strength]] and [[Stats#Vigor|Vigor]] by +15 over 12 seconds. This counts as a debuff, and so is affected by the target's [[Stats#Debuff Duration|Debuff Duration]]. </td>
| [[File:Spell Curse of Weakness.png|link=|96px]] <br> Curse of Weakness
        <td> 7.5 meters </td>
| {{:Warlock|desc=CurseOfWeakness}}
        <td> 0% </td>
| {{Ability_Data|CurseOfWeakness|SpellTier}}
        <td> 1s </td>
| {{Ability_Data|CurseOfWeakness|CastingTime}}
        <td> 3 hp </td>
| {{Ability_Data|CurseOfWeakness|HealthCost}}
</tr>
|-
    <tr>
| [[File:Spell Bolt_of_Darkness.png|link=|96px]] <br> Bolt of Darkness
<td style=" text-align:middle"> [[File:Spell Curse of Weakness.png|link=|x96px]] <br> Curse of Weakness </td>
| {{:Warlock|desc=BoltOfDarkness}}
        <td> 1 </td>
| {{Ability_Data|BoltOfDarkness|SpellTier}}
<td> Weakens the target for 10 seconds. <br> Weaken: Reduces all attribute stats by 25%.</td>
| {{Ability_Data|BoltOfDarkness|CastingTime}}
        <td> 7.5 meters </td>
| {{Ability_Data|BoltOfDarkness|HealthCost}}
        <td> N/A </td>
|-
        <td> 1s </td>
| [[File:Spell Curse of Pain.png|link=|96px]] <br> Curse of Pain
        <td> 3 hp </td>
| {{:Warlock|desc=CurseOfPain}}
</tr>
| {{Ability_Data|CurseOfPain|SpellTier}}
    <tr>
| {{Ability_Data|CurseOfPain|CastingTime}}
<td style=" text-align:middle"> [[File:Spell Bolt_of_Darkness.png|link=|x96px]] <br> Bolt of Darkness </td>
| {{Ability_Data|CurseOfPain|HealthCost}}
        <td> 1 </td>
|-
<td> Fires a projectile bolt that inflicts 20 [[Damage_Types#Dark|Dark]] Magical [[Damage_Calculation|Damage]] to the target. </td>
| [[File:Spell Bloodstained_Blade.png|link=|96px]] <br> Bloodstained Blade
        <td> Infinite </td>
| {{:Warlock|desc=BloodstainedBlade}}
        <td> 100% </td>
| {{Ability_Data|BloodstainedBlade|SpellTier}}
        <td> 1s </td>
| {{Ability_Data|BloodstainedBlade|CastingTime}}
        <td> 3 hp </td>
| {{Ability_Data|BloodstainedBlade|HealthCost}}
</tr>
|-
    <tr>
| [[File:Spell_Spell_Predation.png|link=|96px]] <br> Spell Predation
<td style=" text-align:middle"> [[File:Spell Curse of Pain.png|link=|x96px]] <br> Curse of Pain </td>
| {{:Warlock|desc=SpellPredation}}
        <td> 2 </td>
{| class="mw-collapsible mw-collapsed" style="text-align:center; margin-left:auto; margin-right:auto;"
<td> Instantly deals 10 Magical [[Damage_Types#Curse]|Curse]]/[[Damage_Types#Evil|Evil]] [[Damage]] to the target and curses them with Agony. <br>Agony: Receive a total of 10 Magical Damage as [[Damage#Damage/Healing_over_Time|Damage over Time]] over 8 seconds.</td>
|+ style="white-space:nowrap; border:0px; background:transparent;" | Darkness Shards
        <td> 7 meters </td>
|-
        <td> Initial Damage: 100% <br> DoT: 50% </td>
| style="border:0px;" | Each Darkness Shard grants a {{Ability_Data|SpellPredation|DarkPowerBonus}} and can store up to {{Ability_Data|SpellPredation|MaximumStacks}}. This effect is consumed when casting a dark spell.
        <td> 1s </td>
|}
        <td> 3 hp </td>
| {{Ability_Data|SpellPredation|SpellTier}}
</tr>
| {{Ability_Data|SpellPredation|CastingTime}}
    <tr>
| {{Ability_Data|SpellPredation|HealthCost}}
<td style=" text-align:middle"> [[File:Spell Bloodstained_Blade.png|link=|x96px]] <br> Bloodstained Blade </td>
<!-- CURRENTLY TAKEN OUT OF THE GAME
        <td> 2 </td>
|-
<td> Places the target in bloodlust for 20 seconds. The target's base [[Damage_Calculation#"Buff"_Weapon_Damage|"Buff" Weapon Damage]] increases by 5, and each time they swing their weapon, the target takes 3 Magical [[Damage_Calculation|Damage]]. </td>
| [[File:Spell Evil_Eye.png|link=|96px]] <br> Evil Eye
        <td> 8.25 meters </td>
| {{:Warlock|desc=EvilEye}}
        <td> 0% </td>
| {{Ability_Data|EvilEye|SpellTier}}
        <td> 0.75s </td>
| {{Ability_Data|BloodstainedBlade|Range}}
        <td> 3 hp </td>
| {{Ability_Data|EvilEye|CastingTime}}
</tr>
| {{Ability_Data|EvilEye|HealthCost}}
    <tr>
-->
<td style=" text-align:middle"> [[File:Spell_Spell_Predation.png|link=|x96px]] <br> Spell Predation </td>
|-
        <td> 3 </td>
| [[File:Spell Ray_of_Darkness.png|link=|96px]] <br> Ray of Darkness
<td> Consume up to 3 removable magical buffs from the target, allied or otherwise, and gain 1 Darkness Shard for each one. Darkness Shard: Each Darkness Shard grants 10% Dark [[Stats#Magic Power Bonus|Magic Power Bonus]] and can store up to 10. The shards are lost when casting a dark magical spell or dark magical perk. </td>
| {{:Warlock|desc=RayOfDarkness}}
        <td> 8 meters </td>
| {{Ability_Data|RayOfDarkness|SpellTier}}
        <td>  </td>
| {{Ability_Data|RayOfDarkness|CastingTime}}
        <td> 1s </td>
| {{Ability_Data|RayOfDarkness|HealthCost}}
        <td> 3 hp </td>
|-
</tr>
| [[File:Spell Life_Drain.png|link=|96px]] <br> Life Drain
    <tr>
| {{:Warlock|desc=LifeDrain}}
<td style=" text-align:middle"> [[File:Spell Evil_Eye.png|link=|x96px]] <br> Evil Eye </td>
| {{Ability_Data|LifeDrain|SpellTier}}
        <td> 3 </td>
| {{Ability_Data|LifeDrain|CastingTime}}
<td> [[Channel]], Summons a pilotable "Evil Eye" that the player controls. While controlling the Evil Eye, the caster is left standing still and vulnerable. Effectively acts as a remote flying camera. Can be cancelled at any time. The Evil Eye has 150 HP and can be killed. Channel time: 10s. </td>
| {{Ability_Data|LifeDrain|HealthCost}}
        <td> N/A </td>
|-
        <td> 0% </td>
| [[File:Spell Hellfire.png|link=|96px]] <br> Hellfire
        <td> 1s </td>
| {{:Warlock|desc=Hellfire}}
        <td> 1 hp </td>
| {{Ability_Data|Hellfire|SpellTier}}
</tr>
| {{Ability_Data|Hellfire|CastingTime}}
    <tr>
| {{Ability_Data|Hellfire|HealthCost}}
<td style=" text-align:middle"> [[File:Spell Ray_of_Darkness.png|link=|x96px]] <br> Ray of Darkness </td>
|-
        <td> 4 </td>
| [[File:Spell_Flame_Walker.png|link=|96px]] <br> Flame Walker
<td> [[Channel]] for up to 5 seconds, projecting a dark beam dealing 12 Magical [[Damage_Types#Dark|Dark]] [[Damage_Calculation|Damage]] per second (not as Damage over Time) to any target it touches, in .1s ticks. You can aim and move while channeling the beam. </td>
| {{:Warlock|desc=FlameWalker}}
        <td> 7 meters </td>
| {{Ability_Data|FlameWalker|SpellTier}}
        <td> 100% </td>
| {{Ability_Data|FlameWalker|CastingTime}}
        <td> 1s </td>
| {{Ability_Data|FlameWalker|HealthCost}}
        <td> 4 hp </td>
|-
</tr>
| [[File:Spell_Eldritch_Shield.png|link=|96px]] <br> Eldritch Shield
    <tr>
| {{:Warlock|desc=EldritchShield}}
<td style=" text-align:middle"> [[File:Spell Life_Drain.png|link=|x96px]] <br> Life Drain </td>
| {{Ability_Data|EldritchShield|SpellTier}}
        <td> 4 </td>
| {{Ability_Data|EldritchShield|CastingTime}}
<td> [[Channel]] for up to 6 seconds, Concentrating your mind to deal 3 Magical [[Damage_Types#Evil|Evil]] [[Damage]] to the target per second for 6 seconds and converts 100% of it into the caster's life force. Cancelled if the Warlock moves. The [[Healing#Life_Drain|healing]] is determined by the damage dealt, and is not affected by +Magical Healing, but is affected by Vampirism.</td>
| {{Ability_Data|EldritchShield|HealthCost}}
        <td> 7 meters </td>
|-
        <td> 50% </td>
| [[File:Spell Summon_Hydra.png|link=|96px]] <br> Summon Hydra
        <td> 1.5s </td>
|  {{:Warlock|desc=SummonHydra}}
        <td> 4 hp </td>
| {{Ability_Data|SummonHydra|SpellTier}}
</tr>
| {{Ability_Data|SummonHydra|CastingTime}}
    <tr>
| {{Ability_Data|SummonHydra|HealthCost}}
<td style=" text-align:middle"> [[File:Spell Hellfire.png|link=|x96px]] <br> Hellfire </td>
|}
        <td> 4 </td>
<br>
<td> Summons eternal hellfire and blasts it towards the aiming point, traveling at 1.5m/s. The hellfire does not dissipate when it reaches the target, burning them for 60 Magical [[Damage_Types#Fire|Fire]] [[Damage_Calculation|Damage]] per second (divided into 0.1s ticks). This hellfire can travel through walls and destroy obstacles up to 50 meters. After creating a new hellfire, roughly 1 second later all pre-existing hellfires will dissipate. Hellfire is AoE and not a projectile. </td>
 
        <td> 50 meters </td>
        <td> 50% per second </td>
        <td> 2s </td>
        <td> 4 hp </td>
</tr>
    <tr>
<td style=" text-align:middle"> [[File:Spell_Flame_Walker.png|link=|x96px]] <br> Flame Walker </td>
        <td> 5 </td>
<td> For 6 seconds, each step the Warlock takes leaves a trail of Hellfire that lasts for 4 seconds. Any target touched by this flame will take 25 Magical [[Damage_Types#Fire|Fire]] [[Damage_Calculation|Damage]] per second, divided by 0.2s ticks. </td>
        <td> N/A </td>
        <td> 100% per second </td>
        <td> 1.25s </td>
        <td> 5 hp </td>
</tr>
    <tr>
<td style=" text-align:middle"> [[File:Spell_Eldritch_Shield.png|link=|x96px]] <br> Eldritch Shield </td>
        <td> 5 </td>
<td> Grants the target a [[Protection|shield]] that protects against 25 Magical Damage for 15 seconds. When this shield absorbs all damage and is destroyed, the absorbed damage is converted to increase the [[Stats#Magic Power Bonus|Magic Power Bonus]] of the next dark spell cast within 4 seconds by 20%. </td>
        <td> 7 meters </td>
        <td> 0% (Shield) </td>
        <td> 0.75s </td>
        <td> 5 hp </td>
</tr>
    <tr>
<td style=" text-align:middle"> [[File:Spell Summon_Hydra.png|link=|x96px]] <br> Summon Hydra </td>
        <td> 6 </td>
<td> Summon a Hydra that fires fireballs at hostile targets. The Hydra also detects hidden targets. The Hydra has 150 HP and its fireballs deal 10 Magical Fire [[Damage_Calculation|Damage]]. The Hydra will leave after 10 seconds. </td>
        <td> 7.5 meters </td>
        <td> 100% </td>
        <td> 1s </td>
        <td> 10 hp </td>  
</tr>
</table>
|-|Gear=
|-|Gear=
{{ListGearForClass|{{PAGENAME}}}}
{{ListGearForClass|{{PAGENAME}}}}
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<br>
<br>
|-|Tips=
|-|Tips=


- Warlocks don't rely on spell slots and instead cast spells by paying a fixed amount of health depending on the spell. Health management will play a bigger role for this class than for others.
- Warlocks don't rely on spell counts and instead cast spells by paying a fixed amount of health depending on the spell. Health management will play a bigger role for this class than for others.


- Any health spent to cast spells will leave behind Recoverable Health, allowing for restoration via Resting, Bandages, or a friendly Bard.
- Any health spent to cast spells will leave behind Recoverable Health, allowing for restoration via Resting, Bandages, or a friendly Bard.
Line 300: Line 283:
- Blow of Corruption is very powerful in both PvP and PvE. In PvP, it can be used to prevent enemies from burst-healing.
- Blow of Corruption is very powerful in both PvP and PvE. In PvP, it can be used to prevent enemies from burst-healing.


- Phantomize will protect you from most sources of damage, however floor traps, AoE spells (Holy Strike, Fireball, Lightning Strike), Zombie poison clouds, and any linger DoTs will still hurt you.
- Phantomize will protect you from most sources of damage, however active floor spikes, AoE spells (Holy Strike, Fireball, Lightning Strike), Zombie poison clouds, and any linger DoTs will still hurt you.


- If Hellfire is cast again whilst the Warlock's first Hellfire effect is still active, the first Hellfire will be deleted after the second one has finished casting.
- If Hellfire is cast again whilst the Warlock's first Hellfire effect is still active, the first Hellfire will be deleted after the second one has finished casting.


</tabber>
</tabber>
All <b>bolded numbers</b> are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See [[ClassAbilityDocs|Class Ability Documentation]] for more.
</noinclude>
<includeonly>
{{#switch:{{lc:{{{desc|}}}}}
|antimagic= Gain {{Ability_Data|Antimagic|AntimagicDamageReduction}}.
|darkenhancement=Gain {{Ability_Data|DarkEnhancement|DarkPowerBonus}} towards dark magic spells.
|darkreflection=While active, reflect {{Ability_Data|DarkReflection|MagicalBaseDamage}} ({{Ability_Data|DarkReflection|Scaling}}) to the melee attacker. Does not reflect while on cooldown. <br> This perk <i>does</i> consume Darkness Shards, but does <i>not</i> generate Darkness Shards with Soul Collector.
|demonarmor=Gain the ability to equip plate armor. Suffer {{Ability_Data|DemonArmor|SpellCastingSpeed}}.
|immortallament=Casting spells will no longer take you below 1 health.
|infernalpledge=Gain {{Ability_Data|InfernalPledge|UndeadRaceDamageReduction}} and {{Ability_Data|InfernalPledge|DemonRaceDamageReduction}}.
|malice=Gain {{Ability_Data|Malice|WillBonus}}.
|shadowtouch=Dealing physical damage to an enemy with melee weapon deals {{Ability_Data|ShadowTouch|TrueMagicalBaseDamage}} and heals you for {{Ability_Data|ShadowTouch|MagicalBaseHealing}} ({{Ability_Data|ShadowTouch|Scaling}}).
|soulcollector=When you deal the final blow to an enemy, one darkness shard is collected. Gain {{Ability_Data|SoulCollector|DarkPowerBonus}} for each shard collected, up to a maximum of {{Ability_Data|SoulCollector|MaximumStacks}} shards. When a dark magic spell is cast, consume all collected shards. The spell that consumes the shards receives the bonus (and can generate one shard as normal if it kills the target).
|torturemastery=All curses inflicted upon enemies restores {{Ability_Data|TortureMastery|MagicalBaseHealing}} ({{Ability_Data|TortureMastery|Scaling}}) to the caster with each instance of damage dealt. All spells cost {{Ability_Data|TortureMastery|HealthCost}}<br><br>Does not heal you for cursing a corpse.
|vampirism=Gain {{Ability_Data|Vampirism|OutgoingMagicalHealMod}}.
|bloodpact= Assimilate the contracted demon after casting for {{Ability_Data|BloodPact|CastingTime}}, and transform into a demon form (total transformation animation of about 3s). While in this form, gain an additional {{Ability_Data|BloodPact|MaxHealthAdd}} (following the normal rules for [[Health#Temporary_Max_Health|temporary max health]]), {{Ability_Data|BloodPact|ArmorRating}}, and {{Ability_Data|BloodPact|MagicalResistance}}. <br> Your entire body is covered in Abyssal Flame, taking {{Ability_Data|BloodPact|PercentMaxHealthHealing}} damage per second and dealing {{Ability_Data|BloodPact|MagicalBaseDamage}} ({{Ability_Data|BloodPact|AbyssalFlameDoTScaling}}) per second in {{Ability_Data|BloodPact|TickInterval}} ticks to characters within {{Ability_Data|BloodPact|AbyssalFlameRadiusConstant}}. <br> You can move during the cast and transformation animations, but once started you can't use skills, spells, interact with objects, or cancel the transformation. <br> Additionally, all Darkness Shards are consumed on cast completion, and you gain {{Ability_Data|BloodPact|AllAttributes}} for each Darkness Shard consumed. <br> When you become a demon, your skills change to demon-only skills: Unbind and Exploitation Strike. Your unarmed attacks also change (see Details below).
{{NeedsTesting|Unknown if [[Silence]] can cancel the cast.}}
|unbind= Only available while Blood Pact is active, replacing the Blood Pact skill. <br> Return to your true self, reverting the Pact's effects on you (aside from health lost to Abyssal Flame and Shadow Shards consumed) including the buff from Exploitation Strike (the max health loss follows the normal rules for [[Health#Temporary_Max_Health|temporary max health]]). <br> Once started, you can move but the cast cannot be cancelled. {{NeedsTesting|Unknown if [[Silence]] can cancel the cast.}}
|exploitationstrike= Only available while Blood Pact is active, replacing the non-Blood Pact skill. <br> Deal an additional {{Ability_Data|ExploitationStrike|MagicalBaseDamage}} ({{Ability_Data|ExploitationStrike|Scaling}}) over {{Ability_Data|ExploitationStrike|ExploitDuration}} to all enemies you hit with a physical attack within {{Ability_Data|ExploitationStrike|ActiveDuration}} and heals the caster by {{Ability_Data|ExploitationStrike|HealPercentConstant}} of the target's maximum health, up to {{Ability_Data|ExploitationStrike|MaxHealConstant}} per hit. <br> Buff is immediately removed when Unbind cast finishes.
|blowofcorruption= Your next physical attack within {{Ability_Data|BlowOfCorruption|ActiveDuration}} deals {{Ability_Data|BlowOfCorruption|MagicalBaseDamage}} ({{Ability_Data|BlowOfCorruption|Scaling}}) to the target and causes them to suffer {{Ability_Data|BlowOfCorruption|IncomingPhysicalHealingMod}} and {{Ability_Data|BlowOfCorruption|IncomingMagicalHealingMod}} for {{Ability_Data|BlowOfCorruption|ReducedHealingDuration}}. <br>Hitting an obstacle or a shield with the blade (not the hilt) counts as the next attack and will waste the effect.
|darkoffering= [[Channel]] your mind for up to {{Ability_Data|DarkOffering|ChannelingDuration}}, sacrificing {{Ability_Data|DarkOffering|PercentMaxHealthHealing}} per {{Ability_Data|DarkOffering|ChannelingInterval}} to gain {{Ability_Data|DarkOffering|PhysicalPowerBonus}} and {{Ability_Data|DarkOffering|MagicalPowerBonus}} per stack, up to {{Ability_Data|DarkOffering|BuffMaximumStacks}} stacks. This bonus lasts for {{Ability_Data|DarkOffering|Duration}}. All stacks are refreshed upon gaining a new stack.
|phantomize= Phase through melee attacks and projectiles and become untargeteable for {{Ability_Data|Phantomize|Duration}}. While active, gain {{Ability_Data|Phantomize|MoveSpeedBonus}} and suffer {{Ability_Data|Phantomize|MagicalDamageReduction}}. During this period you can only move and do not collide with other players or monsters, but are still vulnerable to AoE damage.<br><br>While active, you will still take damage from active spike traps, but you will not trigger inactive ones. If Phantomize ends while standing on an inactive trap, you will continue to not activate it until you step off it or something else activates it. {{NeedsTesting|Does the Spike Trap trick work on Hunting Traps?}}
|spellmemory= Gain the ability to memorize spells to use in the dungeon.
|spellmemory2= Gain the ability to memorize additional spells to use in the dungeon.
|powerofsacrifice= Curse the target, dealing {{Ability_Data|PowerOfSacrifice|DoTMagicalBaseDamage}} ({{Ability_Data|PowerOfSacrifice|Scaling}}) per second while granting them {{Ability_Data|PowerOfSacrifice|Strength}} and {{Ability_Data|PowerOfSacrifice|Vigor}} for {{Ability_Data|PowerOfSacrifice|Duration}}. Self cast if no target is found. <br> This counts as a [[Debuffs|Debuff]], not a [[Buffs|Buff]], and thus it is not affected by Spell Predation.
|curseofweakness= Curse the target, causing them to suffer {{Ability_Data|CurseOfWeakness|AllAttributesBonus}} for {{Ability_Data|CurseOfWeakness|Duration}}.
|boltofdarkness= Fires a bolt that deals {{Ability_Data|BoltOfDarkness|MagicalBaseDamage}} ({{Ability_Data|BoltOfDarkness|Scaling}}) to the target. <br> The bolt can be shot down by other projectiles, detonating it early. <br> Projectile Speed: {{Ability_Data|BoltOfDarkness|InitialSpeed}}
|curseofpain= Curse the target, inflicting {{Ability_Data|CurseOfPain|DoTMagicalbaseDamage}}({{Ability_Data|CurseOfPain|DoTScaling}}) over {{Ability_Data|CurseOfPain|DoTDuration}}. Additionally, if the target was not already cursed, they instantly receive {{Ability_Data|CurseOfPain|HitMagicalBaseDamage}} ({{Ability_Data|CurseOfPain|HitScaling}}).
|bloodstainedblade= Target gains {{Ability_Data|BloodstainedBlade|PhysicalBuffWeaponDamage}} for {{Ability_Data|BloodstainedBlade|Duration}}. When the target swings their weapon, they take {{Ability_Data|BloodstainedBlade|MagicalBaseDamage}} ({{Ability_Data|BloodstainedBlade|Scaling}}). Self cast if no target is found. <br> This counts as a [[Debuffs|Debuff]], not a [[Buffs|Buff]], and thus it is not affected by Spell Predation.
|spellpredation= Consume all removable magical [[Buffs]] on the enemy and gain 1 Darkness Shard per [[Statuses|status]].
|evileye= [[Channel]], Summons a pilotable "Evil Eye" that the player controls. While controlling the Evil Eye, the caster is left standing still and vulnerable. Effectively acts as a remote flying camera. Can be cancelled at any time. The Evil Eye has 150 HP and can be killed. Channel time: 10s.
|rayofdarkness= [[Channel]] a dark beam for up to {{Ability_Data|RayOfDarkness|ChannelingDuration}}, dealing {{Ability_Data|RayOfDarkness|MagicalBaseDamage}} ({{Ability_Data|RayOfDarkness|Scaling}}) per second in .1s ticks to any target the beam touches. Moving and aiming are possible while channeling. <br> The beam stops upon hitting a target or object, and so will only hit one target at a time.
|lifedrain= [[Channel]] for up to {{Ability_Data|LifeDrain|ChannelingDuration}}, dealing {{Ability_Data|LifeDrain|MagicalBaseDamage}} ({{Ability_Data|LifeDrain|Scaling}}) to the target per {{Ability_Data|LifeDrain|ChannelingInterval}}. [[Healing#Life_Drain|Convert]] 100% of the damage dealt into health for the caster. <br><br> If the channel would deal damage to a corpse, it will automatically cancel instead.
|hellfire= Create eternal hellfire and blasts it towards the target. Deals {{Ability_Data|Hellfire|MagicalBaseDamage}} ({{Ability_Data|Hellfire|Scaling}}) per second in {{Ability_Data|Hellfire|TickInterval}} ticks with {{Ability_Data|Hellfire|ImpactPower}} to any target within the area of effect. The hellfire does not dissipate when it reaches a target and can travel through walls.
|flamewalker= While active, gain the ability to leave a trail of Hellfire for {{Ability_Data|FlameWalker|Duration}}. Each step leaves a trails that lasts 4 seconds. Targets that enter the flame area will burn, taking {{Ability_Data|FlameWalker|MagicalBaseDamage}} ({{Ability_Data|FlameWalker|Scaling}}) per second in {{Ability_Data|FlameWalker|TickInterval}} ticks, per stack. (max {{Ability_Data|FlameWalker|HitMaximumStacks}} stacks) <br> The caster is not affected by the burn and can freely walk over the flame area without taking damage from it. {{NeedsTesting|''Seems to output considerably more than more than 5dps, but less than 25dps''}}
|eldritchshield= Grants the target a {{Ability_Data|EldritchShield|MagicalBaseShield}} ({{Ability_Data|EldritchShield|Scaling}} per 1s) for {{Ability_Data|EldritchShield|HitDuration}}. When the shield absorbs its maximum damage, gain {{Ability_Data|EldritchShield|DarkPowerBonus}} towards the next dark spell cast within {{Ability_Data|EldritchShield|DarkDamageDuration}}. <br> This works with Spell Predation, however it also consumes Darkness Shards - even when the shield's [[Scaling]] is 0 and thus does not benefit from the power bonus - so the maximum number of Shards obtainable at any point by rotating this and Spell Predation is 1.
|summonhydra= Summon a Hydra, which inhabits a {{Ability_Data|SummonHydra|AreaRadius}} area, that spits fireballs dealing {{Ability_Data|SummonHydra|MagicalBaseDamage}} ({{Ability_Data|SummonHydra|Scaling}}) with {{Ability_Data|SummonHydra|ImpactPower}} to enemy targets for 10 seconds. The Hydra can also detects hidden targets. <br><br> The Hydra has 150 health and can aggro [[Monsters]]. It cannot move from its summon location but can turn freely. Summoning a Hydra while another is still alive kills the old Hydra. Unlike most spells, attempting to cast this spell without a valid target does not incur the health cost. The Hydra will spit fireballs at an upward or downward angle if necessary, though it seems to have trouble aiming at [[Skeleton]]s which are lying unassembled on the ground, waiting to be aggroed.
|#default=<p style="color:#FF0000";>No <b>ability</b> found for "{{{1}}}", please <u>[[ClassAbilityDocs|correct it]]</u></p>
}}
</includeonly>

Latest revision as of 23:55, 9 November 2024

Information is up to date! Hover for more details.Class Data last updated on: Patch:6.6#Hotfix 69-2.
Dark and Darker is currently on update: Patch:6.6#Hotfix 71.

Warlock.png
Warlock
'Master of the Dark Arts'
Strength
11
Vigor
14
Agility
14
Dexterity
15
Will
22
Knowledge
15
Resourcefulness
14

Health
96.5
Memory
9

Description

The Warlock is a brooding manipulator of dark magic. They sacrifice their life force to call upon unknown forces of pain and evil. A worthy adversary proficient in both magic and weapon mastery.

Class Info

The Warlock is a brooding manipulator of dark magic. They sacrifice their life force to call upon unknown forces of pain and evil. A worthy adversary proficient in both magic and weapon mastery.


Weapon of choice - Swords or Spellbook

  • Pros
    • Cast curses to debilitate targets.
    • Access to multiple physical weapons.
    • High melee burst damage. (Blow of Corruption skill)
    • Access to anti-healing.
    • Access to self-healing. (Torture Mastery & Vampirism perk)
    • Great at killing bosses.
  • Cons
    • Uses health when casting spells.
    • Consuming too much health causes death.
    • Highly susceptible to range.


You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.


Name Description Cooldown
Perk Antimagic.png
Antimagic

Gain 25% Damage Reduction against all Magical Elements except Divine Divine, Curse Curse, and Neutral Neutral.

-
Perk Curse Mastery.png
Curse Mastery
Gain additional base duration towards all curses you cast.
Advanced Details
Alters curses to use a new Status effect which have extended duration:

Curse of Pain - 10.4s
Curse of Weakness - 13s
Power of Sacrifice - 15.6s

This allows two curses to be active at the same time. One with and one without the perk. (with the exception of Curse of Weakness)

Curse of Pain's total damage remains constant, lowering the damage per tick, but increasing the number of ticks. Power of Sacrifice's damage per tick, however, always remains the same, increasing the number of ticks and therefore total damage.

-
Perk Dark Enhancement.png
Dark Enhancement

Gain 10% Dark Dark Power Bonus towards dark magic spells.

-
Perk Dark Reflection.png
Dark Reflection

While active, reflect 10 Dark Dark Magical Base Damage (75% Scaling) to the melee attacker. Does not reflect while on cooldown.
This perk does consume Darkness Shards, but does not generate Darkness Shards with Soul Collector.

15s
Perk Demon Armor.png
Demon Armor

Gain the ability to equip plate armor. Suffer -10% Spell Casting Speed.

-
Perk Immortal Lament.png
Immortal Lament

Casting spells will no longer take you below 1 health.

-
Perk Infernal Pledge.png
Infernal Pledge

Gain 25% Undead Race Damage Reduction and 25% Demon Race Damage Reduction.

-
Perk Malice.png
Malice

Gain 10% Will Bonus.

-
Perk Shadow Touch.png
Shadow Touch

Dealing physical damage to an enemy with melee weapon deals 2 Dark Dark True Magical Base Damage and heals you for 2 Magical Base Healing (0% Scaling).

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Perk Soul Collector.png
Soul Collector

When you deal the final blow to an enemy, one darkness shard is collected. Gain 20% Dark Dark Power Bonus for each shard collected, up to a maximum of 5 shards. When a dark magic spell is cast, consume all collected shards. The spell that consumes the shards receives the bonus (and can generate one shard as normal if it kills the target).

Advanced Details
Can be activated by perks, skills, and spells.
Can't obtain Darkness Shards from targets that do not give experience.
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Perk Torture Mastery.png
Torture Mastery

All curses inflicted upon enemies restores 2 Magical Base Healing (15% Scaling) to the caster with each instance of damage dealt. All spells cost 2x

Does not heal you for cursing a corpse.

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Perk Vampirism.png
Vampirism

Gain 20% Outgoing Magical Healing Mod.

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You can equip a total of 2 skills.


Name Description Cooldown
Skill Blood Pact.png
Blood Pact

Assimilate the contracted demon after casting for 0.3s, and transform into a demon form (total transformation animation of about 3s). While in this form, gain an additional 50 Max Health Add (following the normal rules for temporary max health), 30 Armor Rating, and 30 Magical Resistance.
Your entire body is covered in Abyssal Flame, taking -2% Percent Max Health Healing damage per second and dealing 2 Fire Fire Magical Base Damage (25% Scaling) per second in 0.2s ticks to characters within 0.5m.
You can move during the cast and transformation animations, but once started you can't use skills, spells, interact with objects, or cancel the transformation.
Additionally, all Darkness Shards are consumed on cast completion, and you gain 1 All Attributes for each Darkness Shard consumed.
When you become a demon, your skills change to demon-only skills: Unbind and Exploitation Strike. Your unarmed attacks also change (see Details below).

Icon Caution.pngNeeds further testing!
Unknown if Silence can cancel the cast.
Contribute by joining the Spells & Guns discord!
Blood Pact Details
Left-click: Same action as out of Blood Pact, except if the action would be an unarmed attack, instead performs up to 4 combo attacks using both hands. Right-click: Same action as out of Blood Pact, except if no items held in either hand, casts Bolt of Darkness.
0.2s
File:Skill Unbind.png
Unbind

Only available while Blood Pact is active, replacing the Blood Pact skill.
Return to your true self, reverting the Pact's effects on you (aside from health lost to Abyssal Flame and Shadow Shards consumed) including the buff from Exploitation Strike (the max health loss follows the normal rules for temporary max health).
Once started, you can move but the cast cannot be cancelled.

Icon Caution.pngNeeds further testing!
Unknown if Silence can cancel the cast.
Contribute by joining the Spells & Guns discord!
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Skill Exploitation Strike.png
Exploitation Strike

Only available while Blood Pact is active, replacing the non-Blood Pact skill.
Deal an additional 4 Evil Evil Magical Base Damage (100% Scaling) over 4s to all enemies you hit with a physical attack within 4s and heals the caster by 5% of the target's maximum health, up to 20 per hit.
Buff is immediately removed when Unbind cast finishes.

28s
Skill Blow of Corruption.png
Blow of Corruption

Your next physical attack within 8s deals 12 Evil Evil Magical Base Damage (75% Scaling) to the target and causes them to suffer -80% Incoming Physical Healing Mod and -80% Incoming Magical Healing Mod for 12s.
Hitting an obstacle or a shield with the blade (not the hilt) counts as the next attack and will waste the effect.

24s
Skill Dark Offering.png
Dark Offering

Channel your mind for up to 10s, sacrificing -10% Percent Max Health Healing per 1s to gain 5% Physical Power Bonus and 5% Magical Power Bonus per stack, up to 10 stacks. This bonus lasts for 15s. All stacks are refreshed upon gaining a new stack.

28s
Skill Phantomize.png
Phantomize

Phase through melee attacks and projectiles and become untargeteable for 6s. While active, gain 5% Move Speed Bonus and suffer -50% Magical Damage Reduction. During this period you can only move and do not collide with other players or monsters, but are still vulnerable to AoE damage.

While active, you will still take damage from active spike traps, but you will not trigger inactive ones. If Phantomize ends while standing on an inactive trap, you will continue to not activate it until you step off it or something else activates it.

Icon Caution.pngNeeds further testing!
Does the Spike Trap trick work on Hunting Traps?
Contribute by joining the Spells & Guns discord!
28s
Skill Spell Memory.png
Spell Memory

Gain the ability to memorize spells to use in the dungeon.

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Skill Spell Memory.png
Spell Memory II

Gain the ability to memorize additional spells to use in the dungeon.

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The order in which you select spells will determine their Spell Memory priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost.
Warlock spells cost health to cast.

All Warlock Spells have a cast range of 7.5m (meters).


Spell Types:

Dark Dark
Evil Evil
Fire Fire

Name Description Tier Casting Time Health Cost
Spell Power of Sacrifice.png
Power of Sacrifice

Curse the target, dealing 3 Curse Curse Magical Base Damage (0% Scaling) per second while granting them 15 Strength and 15 Vigor for 12s. Self cast if no target is found.
This counts as a Debuff, not a Buff, and thus it is not affected by Spell Predation.

1 1s 4
Spell Curse of Weakness.png
Curse of Weakness

Curse the target, causing them to suffer -25% All Attributes Bonus for 10s.

1 1s 4
Spell Bolt of Darkness.png
Bolt of Darkness

Fires a bolt that deals 20 Projectile Dark Dark Magical Base Damage (100% Scaling) to the target.
The bolt can be shot down by other projectiles, detonating it early.
Projectile Speed: 16m/s

1 1s 4
Spell Curse of Pain.png
Curse of Pain

Curse the target, inflicting 15 Evil/Curse Hybrid Magical Base Damage(50% Scaling) over 8s. Additionally, if the target was not already cursed, they instantly receive 15 Evil Evil Magical Base Damage (75% Scaling).

2 1s 4
Spell Bloodstained Blade.png
Bloodstained Blade

Target gains 5 Physical Buff Weapon Damage for 20s. When the target swings their weapon, they take 3 Evil Evil Magical Base Damage (0% Scaling). Self cast if no target is found.
This counts as a Debuff, not a Buff, and thus it is not affected by Spell Predation.

2 0.75s 4
Spell Spell Predation.png
Spell Predation

Consume all removable magical Buffs on the enemy and gain 1 Darkness Shard per status.

Darkness Shards
Each Darkness Shard grants a 20% Dark Dark Power Bonus and can store up to 5. This effect is consumed when casting a dark spell.
3 1s 4
Spell Ray of Darkness.png
Ray of Darkness

Channel a dark beam for up to 5s, dealing 12 Dark Dark Magical Base Damage (100% Scaling) per second in .1s ticks to any target the beam touches. Moving and aiming are possible while channeling.
The beam stops upon hitting a target or object, and so will only hit one target at a time.

4 1s 5
Spell Life Drain.png
Life Drain

Channel for up to 7.5s, dealing 5 Evil Evil Magical Base Damage (25% Scaling) to the target per 1s. Convert 100% of the damage dealt into health for the caster.

If the channel would deal damage to a corpse, it will automatically cancel instead.

4 1.5s 5
Spell Hellfire.png
Hellfire

Create eternal hellfire and blasts it towards the target. Deals 60 Fire Fire Magical Base Damage (50% Scaling) per second in 0.2s ticks with 12 Impact Power to any target within the area of effect. The hellfire does not dissipate when it reaches a target and can travel through walls.

4 2s 6
Spell Flame Walker.png
Flame Walker

While active, gain the ability to leave a trail of Hellfire for 6s. Each step leaves a trails that lasts 4 seconds. Targets that enter the flame area will burn, taking 5 Fire Fire Magical Base Damage (100% Scaling) per second in 0.2s ticks, per stack. (max 2 stacks)
The caster is not affected by the burn and can freely walk over the flame area without taking damage from it.

Icon Caution.pngNeeds further testing!
Seems to output considerably more than more than 5dps, but less than 25dps
Contribute by joining the Spells & Guns discord!
5 1.25s 6
Spell Eldritch Shield.png
Eldritch Shield

Grants the target a 25 Magical Base Shield (0% Scaling per 1s) for 15s. When the shield absorbs its maximum damage, gain 20% Dark Dark Power Bonus towards the next dark spell cast within 4s.
This works with Spell Predation, however it also consumes Darkness Shards - even when the shield's Scaling is 0 and thus does not benefit from the power bonus - so the maximum number of Shards obtainable at any point by rotating this and Spell Predation is 1.

5 0.75s 6
Spell Summon Hydra.png
Summon Hydra

Summon a Hydra, which inhabits a 0.75m area, that spits fireballs dealing 10 Projectile Dark Dark Magical Base Damage (100% Scaling) with 4 Impact Power to enemy targets for 10 seconds. The Hydra can also detects hidden targets.

The Hydra has 150 health and can aggro Monsters. It cannot move from its summon location but can turn freely. Summoning a Hydra while another is still alive kills the old Hydra. Unlike most spells, attempting to cast this spell without a valid target does not incur the health cost. The Hydra will spit fireballs at an upward or downward angle if necessary, though it seems to have trouble aiming at Skeletons which are lying unassembled on the ground, waiting to be aggroed.

6 1s 12


Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

These Stats do not include starting armor.

Stat Name Base Stats
Strength 11
Vigor 14
Agility 14
Dexterity 15
Will 22
Knowledge 15
Resourcefulness 14
Health 96.5
Memory Capacity 9
Utility Effectiveness 0
Luck 0
Health Recovery Bonus -3%
Spell Recovery Bonus 65.5%
Move Speed 299 ( 99.67% )
Action Speed -0.25%
Manual Dexterity 0%
Spell Casting Speed 0%
Equip Speed 0%
Regular Interaction Speed -1.5%
Magical Interaction Speed 49%
Persuasiveness 14
Buff Duration 7%
Debuff Duration -6.5%
Armor Penetration 0%
Magic Penetration 0%
Headshot Reduction 0%
Projectile Damage Reduction 0%
Physical Damage Reduction -22%
        From Armor Rating 0 ( -22% )
        From Bonuses 0%
Magic Resistance 12%
        From Resist Rating 58 ( 12% )
        From Bonuses 0%
Physical Power Bonus -8%
        From Physical Power 11 ( -8% )
        From Bonuses 0%
Magic Power Bonus 17%
        From Magic Power 22 ( 17% )
        From Bonuses 0%
Primary Weapon 0
Secondary Weapon 0
Impact Power 0
        Primary Weapon Impact Power 0
        Secondary Weapon Impact Power 0


- Warlocks don't rely on spell counts and instead cast spells by paying a fixed amount of health depending on the spell. Health management will play a bigger role for this class than for others.

- Any health spent to cast spells will leave behind Recoverable Health, allowing for restoration via Resting, Bandages, or a friendly Bard.

- Torture Mastery will heal you when dealing damage with Curse of Pain and Power of Sacrifice, and will benefit from Magical Healing on your gear.

- Power of Sacrifice can be used as a party buff or as a damage-dealer. Be wary that granting enemies additional Strength will give them more max HP as well, mitigating some damage dealt.

- Blow of Corruption is very powerful in both PvP and PvE. In PvP, it can be used to prevent enemies from burst-healing.

- Phantomize will protect you from most sources of damage, however active floor spikes, AoE spells (Holy Strike, Fireball, Lightning Strike), Zombie poison clouds, and any linger DoTs will still hurt you.

- If Hellfire is cast again whilst the Warlock's first Hellfire effect is still active, the first Hellfire will be deleted after the second one has finished casting.

All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.